Our heroes arrive in the picturesque town of Nikeah, situated at the meeting of two rivers. They find it abuzz of cultural activity, known for its flourishing arts community. However, a sinister shadow has fallen upon the arts district, as a string of disappearances around the famous gallery of Lord Valerian Owzer have shocked the locals.
Having defeated the Sineater abomination within the tomb beneath the derelict chapel in Cambro, our heroes emerge into the soft light of the day, wounded, but victorious.
After speaking with some of the villagers, and discovering more about the necromancer responsible for the darkness over Cambro, and his cult of teenage followers, our heroes venture beneath a defunct chapel at the edge of the village to confront the necromancer and bring an end to his dark rituals with the Soulshard Amulet.
After delving into the crypt of a long-dead companion of the heroic Warrior of Light, our heroes find an artifact of immense dark power has been looted from the tomb. The guardian circumvented by what it called "traitorous blood," they find they will have to locate the descendant of the tomb's occupant and put an end to the threat that looms over the village.
Our heroes find themselves traveling east through the lands of Esta Troia. Upon arrival at the village of Cambro, they find an unnatural darkness has enveloped the village. Amidst the darkened streets and fearful villagers, they find their way to an old tomb filled with mysteries and riddles.
Our heroes plan to find a way past the protective whirlwind around the city of Cleyra, to locate their friend Elle, and if possible rescue Khaeda from within the heart of the Iifa Tree.
Our heroes face the summoned Esper, Iifa, ancient spirit of the forest and guardian of the Cleyran people. With the treachery of the Epopts made manifest, our heroes must rush to rescue Elle from within the whirlwind protecting the city of Cleyra, and consider rescuing the Burmecian Monk, Khaeda, held within the tree's depths.
After discovering an assassination attempt on the Epopts by Khaeda, and the detonation of a bomb ring in the Temple of Kildea, our heroes are convinced by the High Epopt to attempt to broker a peace with the dragons nesting north of Cleyra. The Epopts bid the Warriors of Darkness to carry with them a shard of the Great Wind Crystal, as a token of good will. Upon their arrival, and the dragon's devouring of the shard, they are horrified as its body is torn asunder amidst the summoning of an Esper.
After meeting with the Epopts, and learning more of the growing tension between the city states of Burmecia and Cleyra, our heroes are offered a chance to prove themselves more than what has been told to the Epopts by the mysterious Masked Mages. Before they can decide if they will involve themselves in the political struggle, an explosion rocks the boughs of the Iifa Tree.
Having driven off the lecherous octopus, Ultros, from the village of Sagebrook, our heroes continue their journey north to the city of Cleyra. The Epopts, sister-mystics who commune with the elemental spirits of the Great Forest of Kildea, await their arrival beneath the light of the Light Crystal of Wind.
Rescued from the damaged Phantom Train as it careened into the rolling mists, our adventurers find themselves at a facility on the shores of the Aetherial Sea. The strange, alien technology apparently converting the souls of the dead brought here by the train into energy for the distant and mysterious "Central Processing Facility." In this sphere and metal and machines, they find slumbering beings who control this place and the train which delivers souls of Aethyria here. In an attempt to find answers, Rynn enters the empty stasis chamber, in an attempt to make contact with the Dreamers.
Learning of a missing Railway Engine from the Master Engineer of the Shadestone Steelworks, our heroes venture to the Phantom Forest to investigate. There they find the abandoned work-camp and are drawn into the forest after the sun sets, as a mysterious fog rolls in and spirits seem to take shape, beckoning them into the woods. Deep inside, they encounter a station, where the mysterious missing train arrives, and our heroes board, to be whisked away into the fog.
After dealing with the Kobold situation around Hemish, our heroes begin their journey across the Realm. They come first to the town of Mobliz, at the crossroads of three great city-states, where a curious gleaner seeks to uncover lost histories.
The final day of the Pyrefly Festival is here. A day of solemn remembrance and prayer to those past beyond to the Aetherial Sea, and those yet to find their way back along the Lifestream's swift current. With the full plot of these mysterious masked conspirators yet unknown, our adventurers prepare for a day likely full of surprise and peril.
With the capture of Endil, and the implication of a mysterious mastermind in the guise of the village blacksmith, W'zhahm, the festivities continue unhindered, thanks to the efforts of our intrepid heroes. On the eve of the 16th, Gelopuso will proceed with the unveiling of the new aetheryte to the village, in preparation of the culmination of the festival with the Dance of the Pyreflies.
Having discovered a cavern filled with machinery amidst the labyrinth of kobold tunnels beneath Hemish, and the buried corpse of the blacksmith, our heroes have uncovered a conspiracy of unknown proportions. Without knowing who to trust, our heroes split up to delve deeper into the conspiracy, to seek answers, and keep the village safe from the machinations that would seek to summon an Esper into their midst.
Having unveiled the machinations of a cult and kobold beastkin working together to summon an Esper using the village's crystals, our adventurers turn to the local Alcalde, Ipuso Gelopuso. They hope to confront the suspected cultists, discover the breadth of their plots, and put them to an end. Will the diminutive major appreciate the gravity or will his self-centered nature blind him to the threat which scurries beneath his feet.
Our party awakens on the morning of the second day of the Pyrefly Festival to news that the teen daughter of the Fishery Foreman did not return from enjoying the opening ceremony of the festival, and go to investigate the two mysterious figures they had witness departing the village the previous night.
We come together to talk a little bit about the setting of this new D&D campaign, set expectations for the game, and create characters.